That's probably a good idea, was thinking about the same when someone posted that clay node on the forum a week or so ago.burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.
-
bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: ADVENTURE DIG Bots Strike Again.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
-
btaylor
- Posts: 1692
- Joined: Thu Oct 22, 2009 1:37 am
Re: ADVENTURE DIG Bots Strike Again.
Something along that line of thinking, yes. That would be great.burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.
The unfed mind devours itself. - Gore Vidal
-
GreenScape
- Posts: 554
- Joined: Thu Sep 16, 2010 2:39 pm
- Location: Ukraine, Kyiv
Re: ADVENTURE DIG Bots Strike Again.
Why not to make soil/ground clay q individual for each tile instead of deposit shared q? Just like mining with the multiple layers per tile, except for one thing - nodes do regenerate.
I hate you! Yes, you!
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
-
_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: ADVENTURE DIG Bots Strike Again.
great suggestionburgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.

-
btaylor
- Posts: 1692
- Joined: Thu Oct 22, 2009 1:37 am
Re: ADVENTURE DIG Bots Strike Again.
Hmm... perhaps. Would definitely make finding a node a lot harder if you have to check each individual tile, but for high quality that should be the work you have to put into finding it. Then if someone wants to grief they would have to actually find what tile the node is so they can waste hhp finding it (then again without proper survival they won't know if they found it or not.)GreenScape wrote:Why not to make soil/ground clay q individual for each tile instead of deposit shared q? Just like mining with the multiple layers per tile, except for one thing - nodes do regenerate.
The unfed mind devours itself. - Gore Vidal
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: ADVENTURE DIG Bots Strike Again.
Well, posted my idea in the IP. Maybe they gonna consider it.
@Greenscape (HI Greenscape!!), this would be ok if we had some system of visual recognition of nodes as Avu proposed it a long time ago. Like sparkling water at a high q water node, herbs growing in big patches around good soil etc. Because playing "Find the node!" is just not fun gameplay right now imo.
@Greenscape (HI Greenscape!!), this would be ok if we had some system of visual recognition of nodes as Avu proposed it a long time ago. Like sparkling water at a high q water node, herbs growing in big patches around good soil etc. Because playing "Find the node!" is just not fun gameplay right now imo.
-
GreenScape
- Posts: 554
- Joined: Thu Sep 16, 2010 2:39 pm
- Location: Ukraine, Kyiv
Re: ADVENTURE DIG Bots Strike Again.
I mean, keep nodes but calculate q difference for each tile individually. So everything keeps being the same, but when you dig one tile down to q10 you can start with next tile and start with it's base q (which is dependable on proximity to the node center).btaylor wrote:Hmm... perhaps. Would definitely make finding a node a lot harder if you have to check each individual tile, but for high quality that should be the work you have to put into finding it. Then if someone wants to grief they would have to actually find what tile the node is so they can waste hhp finding it (then again without proper survival they won't know if they found it or not.)GreenScape wrote:Why not to make soil/ground clay q individual for each tile instead of deposit shared q? Just like mining with the multiple layers per tile, except for one thing - nodes do regenerate.
I hate you! Yes, you!
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
-
GreenScape
- Posts: 554
- Joined: Thu Sep 16, 2010 2:39 pm
- Location: Ukraine, Kyiv
Re: ADVENTURE DIG Bots Strike Again.
Hello burg, nice to see you! =)burgingham wrote:Well, posted my idea in the IP. Maybe they gonna consider it.
@Greenscape (HI Greenscape!!), this would be ok if we had some system of visual recognition of nodes as Avu proposed it a long time ago. Like sparkling water at a high q water node, herbs growing in big patches around good soil etc. Because playing "Find the node!" is just not fun gameplay right now imo.
Visual recognition would be excessive if they keep everything same except calculate tile's q difference to the node it belongs to. Because it is nonsence to dig soil in one place and affect non-local soil, located farther. It's not a quantum entanglement ;D
I hate you! Yes, you!
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
-
AnnaC
- Posts: 853
- Joined: Wed Jun 23, 2010 6:15 pm
Re: ADVENTURE DIG Bots Strike Again.
Resource nodes need to stop being static. The only problem with that is it will make permanent settlements much less worthwhile to produce and maintain, as the important resource they were established for might dry up or get griefed to irrelevance.
I like burg's suggestion about requiring a proper skill level to drain down quality of a node, that makes sense. The only thing I can see problematic about it, is that it could allow infinite resources, as the degradation of quality is the main metric in determining resource exhaustion.
I like burg's suggestion about requiring a proper skill level to drain down quality of a node, that makes sense. The only thing I can see problematic about it, is that it could allow infinite resources, as the degradation of quality is the main metric in determining resource exhaustion.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
-
cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: ADVENTURE DIG Bots Strike Again.
Wait this isn't how it works currently? Is it per click?Ninijutsu wrote:Clearly the only solution is to make digging cost 1 hard hp per soil.
Edit: Also to those who say: Wage war because of this. If the opposing faction wanted to they could simply let the alt die and you'd never find out who was in charge of the alt. There is no system in place to prevent that.
Last edited by cloakblade on Wed Jun 26, 2013 6:50 pm, edited 1 time in total.
A.K.A. Suddo